Lee Elliott <[EMAIL PROTECTED]> said: > Are there any efficient ways to add the moon as a light source?
That seems like it'd be easy enough. It could still be handled as a single light source (switch to moon angle when it rises at night) which would only be slightly wrong. > Also, the light level should never drop to 0,0,0 because of starlight (I'll > not mention Olber's paradox here;) Except on stormy near new moon nights. > I seem to recall that our eyes effectively become more monochromatic as the > light level drops. Something to do with rods & cones, I think. One type is > more sensitive to different colours and the other type is more sensitive to > light levels (I can't remember which way aound it is). The upshot is that > when light levels are high enough for the colour sensitive cells to work we > see a colour 'image' but as the light level drops we see a more monochromatic > image because the colour cells stop working and we only get input from the > light sensitive ones. Is there a way of dynamically adjusting the colour > saturation, or achieving a similar effect? You already get that effect to some degree by reducing light level in the opengl. It is possible that it happens in human eyes at a different rate than you'd get anyway by reducing the light source intensity, but I'm not sure how you can reduce color saturation in textured objects. > Also, also, if you could possibly find a way of introducing up-lighting when > passing over towns/built-up/etc. from the texture types... that would be > sooo cool;) If we had a method of introducing emission to scenery polys on the fly...that might work. Been thinking about this for models as a solution for lighting cockpits, bridges and buildings. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
